World of Banished

Conversations => Tips and Tricks => Topic started by: brads3 on June 14, 2017, 10:12:18 AM

Title: HOW TO ORGANIZE MOD ORDER
Post by: brads3 on June 14, 2017, 10:12:18 AM
    ok ,this issue comes up more lately with the community icon turning most mods red.this is based on experience and having about 100 mods in my WinData folder.it is a useful guide and should solve or at least isolate any problems.

step 1: BE SURE OF WHICH VERSIONS YOU HAVE. this is for banished and the actual mods.if you use 1.06,that is fine and many mods will work. there may be some issues of  using `1.07 mods in 1.06 or 1.06 mods in 1.07.be aware of that but realize i said may be. many times the mods will work back and forth. there are `some older verions that i perfer.

    the game reads from the top down. the topmost mod will influence the game more than those below it.however,to organize you want to work from the bottom up. when you click the "move to top" icon the mods go up in the order you click them. if you click in the right order,they will be organized. if you do it backwards they will be backwards. if you want the order to be 1,2,3,4,5 and you click 1 1st and then 2. it will reverse it and it will read 2,1.start at the bottom. click 5,4,3,2,1 and it will read 1 2 3 4 5.the last mod you click goes above all others. this saves moving each mod 1 click at a time.

step 2: starting at the bottom of the order. click every red colored mod to the top.this will push all mods that have no conflict to the bottom out of the way. you now will have less mods to move.

step 3: all mods that influence the game start conditions and map go to the top. examples: no coal,no rain,age variant mods,more wood,NAT DIV, NECORA'S pine mods,etc. again starting at the bottom of the red mods,click all those that affect the start and need to load 1st.

step 4: you now have 3 mod groups- start mods,community or building mods and non-conflict mods.now you can go organize and move mods in the group as needed.if you want all the non-conflict whie colored mods in some order,you may do that. they will not matter anyhow.
     the start mods, you have a smaller group to move mods around in.some do matter. say you have an orchard mod and a tree mod. you want the orchard controls to load before the other trees. you put the orchard mod above the other mod. i usually move the mods that work together near each other. say all mine mods together,residnce or bannie controls like school mods together,etc. this keeps mods close to each other that may affect each other.this way if there is a mistake,it is easier to find later. the NAT DIV and PINE mods i put at the bottom of this group. i don't wat them to offset my orchard mods. NECORA has left a list of how the patches need to be placed. use those guides in that grouping.the pine mod goes above the NAT DIV.
     the community or building mods can be trickier.CC i will deal with separetly. i would organize this group by modder.all RED"s mods,all KID's mods ,all EB,ds,etc. depending on how you organize KID's mods ,it can change the icons on his toolbar.i am still experimenting with this. i see no problems with mod functions due to this. just be aware that if you move a mod in his group up or down you may have icon labels instead of icons. you can play the game either way. due to some water issues lately,i do place RED's mod group higher than others and i place NECORA's sets closer to the bottom of the community group.there may be some experimenting of which modder's sets you want above or below the others. if you find 1 way gives better production or a different look.again this is a general guide. in the past if i moved NMT above or below CC,i had darker or lighter building textures. that no longer happens.
     exceptions: bakery plus mod- i use this as an example.you may find others as well. this is by the guide a start group mod.however, this mod can affect bakeries below it.so if you do not want it to affect "X" bakery,you place "X" bakery mod above it.
   
    CC has add-on mods that NEED to be in the right order. if they are not , it can cause headaches and affect other mods even those ABOVE it. while you double checked the mod versions as stated in STEP1,you should have read that order recommended by CC's team.i will deal wirh a couple but not all add-ons. 1.07 COMPATIBILITY MOD goes above CC. this mod helps solve issues between 1.06 mods and 1.07 mods. if you do not use CC,i recommend trying this mod to see if it helps. if it gives you trader boats with too many items than take it back out and file a report please.there are many mods out there that are old but good mods. they may have problems with the new flags. BE AWARE OF THIS.if somethiing is broke that may be why. this mod may help.
     COMPATIBILITY BUILDINGS MOD: i use this mod. it is supposedly an old mod. without it many buildings from various mods will not show in my toolbar.THIS MOD MUST GO BELOW CC.this solves many conflicts also including cow problems.without this mod,ropes do not work properly or show up in building requirements.so i would not be able to build the tobacco curing barn.if you use old mods, then you want this loaded.

    group all CC add=ons with CC in the recommended order.now where do we want this set or group??? this mod does many things.1 is it contains several crop seeds.if you want the texture of a different mod,put that mod above CC. be aware that the crop will produce as the other mod. i have seen this way produce too much and be overpowering.EB's oilpress did this.it has since been fixed. this way also may mean the seed is not labeled at the trading post.if i move RK's ketchup factory above CC,the tomatoe seed has no worded label.again,i think RED fixed that issue since my version.so where you put the CC group depends on how you want the other mods to work. many mods it will not matter if they are above or below CC.you may experiment and move the CC group above or below the other modders groups.

    again ths is ment to be a general guide for new players.it does have exceptions. each person plays different and has different ideas.by thinking of the mods in groups ,you will find many problems easier to fix later.by working from the bottom ,you will be able to move mods faster.instead of scrolling and moving a mod 5 spaces and then scrolling agian etc etc. you can move mods to the top and do so in order.

STEP 5 IMPORTANT<<<<<<<<<<<<<<<<<< READ THS >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
  once you have the order set,click ok. and then let the game reload and EXIT complpetely. then restart the game. IF YOU DO NOT DO THAT,YOU WILL HAVE TO START OVER AND DO THIS TWICE. it will cause the game to error. it may not do it til AFTER you played for 3 hours. but when you try to save the game,it will dump you on your head.when you reload the game the order will reset to the way you had it before you moved any mod.
     after you reload the game,double check the order. if you made any mistakes, now is the time to fix it.accidents do happen. maybe you  disabled a mod without knowing it.better safe than sorry.

     SUBNOTE: most 1.06 mods will function without issue. if the mod just adds a barn,house,or decoration,you will not need the updated version.updated versions may have better graphics or other pieces added.this is a choice. i actually have several that i use because i am used to where they go in the toolbar. there are many mods that might have issues with the new flags.normally a market set or a blacksmith.if you find buildings not functioning and you are sure you have the materials for the production,then this may be why. again i recommend trying the 1.07 compatibility mod from CC.
    my setup shows no blank tags or problems between 1.06 and 1.07 mods.i ran tests and continue to play.i debugged and built several trade posts and townhalls. i made all resources visible and did not have any blank labels.i did find 1 crop seed unlabeled later.i have finetuned my order to help productions.
some buildings would produce less than expected.
    you can read through my village logs for more info on various mods.any tweaks to my order are listed in the 1st posts of each town. i try to give different views of my toolbar from time to time.as always,feel free to ask questions.  we all are willing to help.


                    since there are more new players i do want to add to this
i want to add a trick to this. once you have the mod order set and have restarted the game completely, open a new game and use the debug mod.quick build a townhall and open the inventory.click the star on the debug to make all items visible.now the top of the inventory may or may not show any blank tags< items that have a zero but no wording for discription>. these blank tags can be caused by mod conflicts.clues that you can use to move mods in the mod order to sometimes solve any issues. if you can scroll through the inventory and narrow down what is missing,then that mod needs to go higher in the order to solve it.
     while you are at this step,it is handy to glance off the icons and see if you are missing something. in some cases you might see a dot looking icon.those generally mean a building is added twice. say you loaded a house and then a set that included the house,the house might show a dot icon. you then can remove or disable the doubled mod.
     
   note to players who have added many mods over time.if switching from a major mod such as CC or the NORTH and now RK's CHOICE mod,it is advised to clear the game registry.there are several posts on how to do this. it will weed conflicts and also will gain you a ton of speed. without doing this the game looks for the other mods slowing down the load speed.failing to do this can cause weird issues.some more major and noticable than others.


Title: Re: HOW TO ORGANIZE MOD ORDER
Post by: pappa on June 14, 2017, 11:28:54 AM
Nice detailed report
a. where do find  COMPATIBILITY BUILDINGS MOD
Thank you for this
pappa
Title: Re: HOW TO ORGANIZE MOD ORDER
Post by: brads3 on June 14, 2017, 01:24:46 PM
the 1.07 is here:http://blackliquidsoftware.com/index.php?/files/category/11-kralyergs-kave-of-krazy-kontraptions/
there are many other mods there as well.
try this for the older compatible buildings mod:https://drive.google.com/file/d/0B2oKJ9gdaP7dVlIxUWdEMTVZekE/view?usp=sharing
Title: Re: HOW TO ORGANIZE MOD ORDER
Post by: pappa on June 14, 2017, 01:43:52 PM
Thank you
brads3
Title: Re: HOW TO ORGANIZE MOD ORDER
Post by: ancientmuse on June 14, 2017, 04:17:04 PM
@brads3

Your post just caused me to go into my windata folder and count how many mods I've got out of curiosity.

I counted 161 mods in total (and every one of them in use) !!

Holy ripped nylons Batman... I'm a mod addict !

:o
Title: Re: HOW TO ORGANIZE MOD ORDER
Post by: QueryEverything on June 14, 2017, 04:38:01 PM
Whilst I find this topic useful @brads3 and I mean no disrepct to your efforts, and the topic should be something that would eventually be pinned, my advice.

Put it all into MS Word, or something similar, run a spell check, grammar check, and use bullet points.  Then when it's read.  Paste into notepad to remove formatting (this forum doesn't like formatting from outside sources), then readd your bullet points, and BOLD, italics, etc as you want them. 
Shorter paragraphs etc would be excellent.   

You have the groundwork of a good help article - fine tuning would make it better.  Good start.  There are a few tweaks I would make about some of it - but that's personal preference, but - the article as a whole, it's worth keeping.

Before anyone has a shot at me - I am not having a go at Brads - I am aware that there are some out there that don't have MS Word etc, that aren't able to run spell checks, that can't grammar check, that English isn't their first (2nd etc) language, or that their computer skills aren't excellent - I am not (repeat), not criticising Brads on that, merely suggesting, that if he can - he should, and if he can't, perhaps ask someone if they could run it through Word etc to format it out for him - this article - should be used by players, it has a good basis, but it is extremely hard to read, and to follow as it now stands.  I think he did a good job of putting in the effort.

I would also suggest some screenshots - help desking, and walkthrus, often need screenshots, it helps when the reader may not understand something due to language barriers etc. 


And not capitalising the title.  //proof reader mode turned off ;)
Title: Re: HOW TO ORGANIZE MOD ORDER
Post by: brads3 on June 14, 2017, 04:55:20 PM
why did you count them?? at the bottom of the folder it tells you how many files is in there.161 is too many. only 1 other person is suppose to have more than me. ;D
Title: Re: HOW TO ORGANIZE MOD ORDER
Post by: ancientmuse on June 14, 2017, 05:01:28 PM
Quote from: brads3 on June 14, 2017, 04:55:20 PM
why did you count them?? at the bottom of the folder it tells you how many files is in there.161 is too many. only 1 other person is suppose to have more than me. ;D

Well obviously I didn't just look at the bottom of the file folder to see how many files are in there and chose to count them one at a time instead.... because.... well.... because I'm kinda slow and special that way.

*snort*




(or it just didn't dawn on me)




But either way, I'm a very special snowflake.

:P
Title: Re: HOW TO ORGANIZE MOD ORDER
Post by: brads3 on June 14, 2017, 05:04:19 PM
QUERY , i did all that you asked in my last 2 statements" feel free to ask questions.  we all are willing to help." if you need more help than that you should go play.............................i did this to help NEW PLAYERS.  why do you need to come complain about it?
Title: Re: HOW TO ORGANIZE MOD ORDER
Post by: brads3 on June 14, 2017, 05:05:18 PM
lol AM.don't cut yourself down that far.
Title: Re: HOW TO ORGANIZE MOD ORDER
Post by: ancientmuse on June 14, 2017, 05:11:30 PM
Quote from: brads3 on June 14, 2017, 05:05:18 PM
lol AM.don't cut yourself down that far.

Oh hell, I laugh at myself all the time.

I blame it on that new disease I've developed recently since hitting the big "5-Oh" this year..... the disease is known as O.L.D.




.........




"old" for those of you still scratching your heads wondering what the heck I'm talking about.

;)
Title: Re: HOW TO ORGANIZE MOD ORDER
Post by: brads3 on June 14, 2017, 05:18:18 PM
that is a scary 1 for sure.no cure either.
Title: Re: HOW TO ORGANIZE MOD ORDER
Post by: QueryEverything on June 14, 2017, 06:22:44 PM
@ancientmuse I have over 245+ :)

@brads3 Did you not read the entire message, or are you just determined to argue?
You did nothing of what I asked, and quite simply you're attacking me now because I said that your topic was a good idea - but should be run through a spell checker?  I tried to give you credit, slap me if you want - fine.  I tried to offer you help.  Take it, don't take it.  Not my problem - don't abuse me for it. 
Title: Re: HOW TO ORGANIZE MOD ORDER
Post by: The Pilgrim on June 14, 2017, 07:14:00 PM
I think this is great as is. @brads3 , I have honored you with my first sticky!!
Title: Re: HOW TO ORGANIZE MOD ORDER
Post by: brads3 on June 14, 2017, 07:41:00 PM
is that what is stuck in my hair?lol how goes it PILGRIM? have you been working on the colonial additions?
Title: Re: HOW TO ORGANIZE MOD ORDER
Post by: purringcat on July 02, 2017, 02:14:42 PM
I don't seem to have nearly enough mods at only 51.   My poor PC is creaking under that load and if I added many more, I might as well let the game load while eating dinner and hope it's finished before my meal is. 

Am also wondering where in the sorting order, you all are placing BlackLiquid's mods:   MegaMod; MegaModDecoPack;  ColonialCharterJ and Compatibility107.   Normally, mods have a logical loading order depending on which building I want to use.    I wouldn't go to all this trouble but I'm finding a number of trading post boats selling blank label items.     ???


Title: Re: HOW TO ORGANIZE MOD ORDER
Post by: brads3 on July 02, 2017, 02:59:07 PM
the compatability 107 goes above CC.this is probably causing the blank tag issues.the older compatibility buildings mod does go below CC.i confuse that 1 a lot.logic says it goes above since it affects the CC.this 1 is backwards.if you have troubles with ropes and the tobacco dryeror curing barn,i would add this mod.
i do not use the MM.CC has good input under each add-on mod where they go individualy.you are right about logic and changing order dependiong on personal style.i can move the bakery plus up or down to change which bakeries that affects.as to the comp loading slow,you can try turning off programs that you don't use.i do this when i 1st get the comp home.before i even try to set it up and add anything,i go down through what is installed and uninstall what i won't use. after that it will depend on how much RAM you have to start with.
Title: Re: HOW TO ORGANIZE MOD ORDER
Post by: purringcat on July 02, 2017, 06:06:30 PM
I have the compatibility107 well above CC mods that are just above the non-conflicted mods.   That  you don't use the CC MegaMod explains why you have so many individual mods.   ;D
My six year old pc has 16gb of ram but it takes forever to load those mods.   I'll shift the mods around to see if that improves the blank label issue.    Thanks for your loading explanation.
Title: Re: HOW TO ORGANIZE MOD ORDER
Post by: brads3 on July 02, 2017, 06:42:06 PM
run the debug on it. click the star icon to make all items visible. go through a townhall inventory list to see if you can figure out what items are blank tagging or double tagged.without knowing that,i would check some of the posts at CC on the MM. when it 1st came out i chose not to do it for a reason. i felt cramming all those mods together would cause issues.it has been a while and many have been solved i think.you do have less control of them. say you want to affect 1 different than others,you then have to load the individual mod.i can shuffle the list to change some things.did you try loading RED's trading post fix? that might help also. you loading is slower than mine but i am running at 6gm with a 1 TB harddive.this is not factory . i bought it from a dude who builds them.window 7 even.
Title: Re: HOW TO ORGANIZE MOD ORDER
Post by: embx61 on July 02, 2017, 06:47:41 PM
When you load a save Alt Tabbing out of Banished seem to speed up the loading.

Set in Video options the full screen to window seems to do the same and after the game is loaded set it back to full screen.

I think Luke should take a look at the loading part in his code as IMHO a full screen or window screen, Alt Tabbing out of the game should not have impact on the loading process.
All we see when the game is loading is a screen shot and I cannot see why Alt Tabbing Out of that screen shot makes the game load faster then not Alt tabbing out.
It does not make sense.

The mega Mod is nice but I don't think it is updated for a while.
Many mods are updated since the last update by kralyerg and those updates are not in the current MegaMod.
Title: Re: HOW TO ORGANIZE MOD ORDER
Post by: brads3 on July 02, 2017, 07:00:09 PM
that option doesn't work for me. plus i get scared,if i touch my comp while loading it will go fatal error and drop me.i don't run full screen.my autosaves are off. i think that slows players down and causes frreze ups.my graphics i usually set to medium as far as showdows and what not. and i am not using the Vsync.ohh i am not under stream. that could slow it down a ton.
Title: Re: HOW TO ORGANIZE MOD ORDER
Post by: embx61 on July 02, 2017, 07:36:07 PM
I can understand it can take a bit to load 1.4 gig into memory.

But what I don't understand is why Alt Tabbing out of the screenshot or set the screen to window can have impact on the loading process what happens behind the scenes.

if the game loads faster when Alt Tabbing out it should load as fast while just looking at that screen shot.

Maybe there is some code attached to that screen shot what makes it to slow down the loading. If so then it is just bad programming as UI elements should never be tied to a loading process what works behind the scene.

Title: Re: HOW TO ORGANIZE MOD ORDER
Post by: RedKetchup on July 03, 2017, 05:12:36 AM
maybe it has something to do with windows optimized for front tasks or multi tasks behind the screen :P
Title: Re: HOW TO ORGANIZE MOD ORDER
Post by: brads3 on February 04, 2019, 12:08:04 PM
 STEP 5 is no longer needed. all mods can be added and mod order adjusted without loading the game.this is a huge time saver. the mod manager tool will read the mods in the WinData folder and et you drag them around to organize the mod order. it does give an option to save the profile<mod order> from game to game and can write that info to the registry.

  http://worldofbanished.com/index.php?topic=2602.msg57639#msg57639
Title: Re: HOW TO ORGANIZE MOD ORDER
Post by: g_BonE77 on September 22, 2019, 11:41:10 PM
Hi @brads3 and thanks for this comprehensive writeup. By using @Abandoned 's and this guide i was able to rearrange and "debug" my mod list. Sweet!

As usual there is always a question:
Quotethe 1.07 is here:http://blackliquidsoftware.com/index.php?/files/category/11-kralyergs-kave-of-krazy-kontraptions/
there are many other mods there as well.
...does not seem to be available anymore. Care to share on a google link?

Thanks for the help and keep it up!
Title: Re: HOW TO ORGANIZE MOD ORDER
Post by: brads3 on September 22, 2019, 11:49:52 PM
https://www.blackliquidsoftware.com/forum/?_fromLogin=1

not all of their mods have been added yet.as people ask for the,they say they can update the site.
Title: Re: HOW TO ORGANIZE MOD ORDER
Post by: CookieBarrel on March 10, 2020, 02:22:48 AM
@brads3
Even though MaritimesPineSet is a large mod adding many chains it also doesn't have any start conditions, making this mod very conducive to add to other large mods such as RkEC or DSIndustrealMinning.
However If I load RKEC or others above MaritimesPineSet the game crashes after chopping a tree down.
   Assumption: it's a known issue
   Questions:are there any solutions
Title: Re: HOW TO ORGANIZE MOD ORDER
Post by: brads3 on March 10, 2020, 09:24:41 AM
yes,the pine mod is tricky and been ongoing study. Tuggistar took what i was woring with and changed it more.

    you need the Crystal Cliff's mod as a patch.this bridges the pine mod and RKEC together. using both these together above the RKEC works with vanilla starts. if you ran RED's special starts,you have to disable the pine. you can try to move the pine mod below the RKEC, test to be sure this works.   

      if you use the flora patch with the pine and Crystal Cliff's, place the Crystal cliff mod between the flora and pine. with all 3 above the RKEC, everything should work and all starts as well. TUGGISTAR came up with this new change.

new flora patch< this adds the items including trapping to maps>
crystal cliffs <this patches the mods>
pine mod
RKEC or DS IND etc

note: not all food will be collected with the clear food tool, there are 2 of these now, run both over an area will give different foods. the laborers are educated via the pine and can collect eggs and clear traps.
Title: Re: HOW TO ORGANIZE MOD ORDER
Post by: CookieBarrel on March 10, 2020, 10:47:05 AM
I have some good news for you then!
Try This:

RKECtownhall (precautionary)
*OneMoreResource
Flax Patch
New Pine Flora
NewFloraEdit
Maritimes Trees
RKEditorChoiceEdition
Maritimes Crystal Cliffs_V102 (as per TUGGISTAR)
Maritimes Pine Set_V105

*OneMoreResource is used to tune down the amount of logs gifted by Maritimes Trees.

I've been testing this for sometime.with the exeption of Maritimes Crystal Cliffs at that position. Not sure if it's necessary to be in that slot, however better to play it safe. Good job TUGGISTAR!
I've played with out the RKECtownhall patch with success, but why take risks.

Maritimes Trees is the key.